Mercurial > sdl-ios-xcode
view src/video/directfb/SDL_DirectFB_opengl.h @ 3474:1edb86163d62
Of COURSE that trick wouldn't work on all renderers. Fall back to something for now, hopefully figure out a better way to do this later.
If we have to, we can use vertical line and horizontal line textures for vertical and horizontal lines, and then create custom textures for diagonal lines and software render those. It's terrible, but at least it would be pixel perfect.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 21 Nov 2009 07:22:59 +0000 |
parents | 99210400e8b9 |
children | f7b03b6838cb |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #ifndef _SDL_directfb_opengl_h #define _SDL_directfb_opengl_h #if SDL_DIRECTFB_OPENGL #include "SDL_opengl.h" typedef struct _DirectFB_GLContext DirectFB_GLContext; struct _DirectFB_GLContext { IDirectFBGL *context; DirectFB_GLContext *next; }; /* OpenGL functions */ extern int DirectFB_GL_Initialize(_THIS); extern void DirectFB_GL_Shutdown(_THIS); extern int DirectFB_GL_LoadLibrary(_THIS, const char *path); extern void *DirectFB_GL_GetProcAddress(_THIS, const char *proc); extern SDL_GLContext DirectFB_GL_CreateContext(_THIS, SDL_Window * window); extern int DirectFB_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context); extern int DirectFB_GL_SetSwapInterval(_THIS, int interval); extern int DirectFB_GL_GetSwapInterval(_THIS); extern void DirectFB_GL_SwapWindow(_THIS, SDL_Window * window); extern void DirectFB_GL_DeleteContext(_THIS, SDL_GLContext context); #endif /* SDL_DIRECTFB_OPENGL */ #endif /* _SDL_directfb_opengl_h */ /* vi: set ts=4 sw=4 expandtab: */